/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2Attackable;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Skill.SkillType;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.InventoryUpdate;
import net.sf.l2j.gameserver.network.serverpackets.ItemList;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;

/**
 * @author _drunk_ TODO To change the template for this generated type comment
 *         go to Window - Preferences - Java - Code Style - Code Templates
 */
public class Sweep implements ISkillHandler {
	// private static Logger _log = Logger.getLogger(Sweep.class.getName());
	private static final SkillType[] SKILL_IDS = { SkillType.SWEEP };

	public void useSkill(L2Character activeChar, L2Skill skill,
			L2Object[] targets) {
		if (!(activeChar instanceof L2PcInstance))
			return;
		L2PcInstance player = (L2PcInstance) activeChar;
		InventoryUpdate iu = Config.FORCE_INVENTORY_UPDATE ? null
				: new InventoryUpdate();
		boolean send = false;
		for (int index = 0; index < targets.length; index++) {
			if (!(targets[index] instanceof L2Attackable))
				continue;
			L2Attackable target = (L2Attackable) targets[index];
			L2Attackable.RewardItem[] items = null;
			boolean isSweeping = false;
			synchronized (target) {
				if (target.isSweepActive()) {
					items = target.takeSweep();
					isSweeping = true;
				}
			}
			if (isSweeping) {
				if (items == null || items.length == 0)
					continue;
				for (L2Attackable.RewardItem ritem : items)
					if (player.isInParty())
						player.getParty().distributeItem(player, ritem, true,
								target);
					else {
						L2ItemInstance item = player.getInventory().addItem(
								"Sweep", ritem.getItemId(), ritem.getCount(),
								player, target);
						if (iu != null)
							iu.addItem(item);
						send = true;
						SystemMessage smsg;
						if (ritem.getCount() > 1) {
							smsg = new SystemMessage(
									SystemMessageId.EARNED_S2_S1_S); // earned
							// $s2$s1
							smsg.addItemName(ritem.getItemId());
							smsg.addNumber(ritem.getCount());
						} else {
							smsg = new SystemMessage(
									SystemMessageId.EARNED_ITEM); // earned
							// $s1
							smsg.addItemName(ritem.getItemId());
						}
						player.sendPacket(smsg);
					}
			}
			target.endDecayTask();
			if (send)
				if (iu != null)
					player.sendPacket(iu);
				else
					player.sendPacket(new ItemList(player, false));
		}
	}

	public SkillType[] getSkillIds() {
		return SKILL_IDS;
	}
}
